Show those Monsters who is Boss by serving a healthy insane meal with deadly ingredients.
The weapons are faster, stronger and doesn't have to reload. Nonstop action ...make the Titans cry.

We upgraded the weapons:
Get a speed and jump boost when you hold the Frying Pan.
If you get the Halapenjo ammo use it wisely on the really big fellas.
The Papricannon can use Redeemer blasts for its Paprinades if you set it up in the ini .
You can now hold more than one Brocconade.Pro-tip throw this beauty right into the face of a big monster ...7 Redeemer blasts at once.

=====================================

What is this and how do I use it?

It's a recode of the FF weapons with reloading removed and the ability to fully customize the weapons for use in MH servers no matter how crazy they may be. Damage, ammo count, animation speeds, etc can all be adjusted at will using the ini file. Included is a mutator that will spawn you with your chosen setup and will not replace/affect other weapon mods.
These were coded with the idea that mods like weaponswapper would be used to bring them into the server. The weapons can also be placed by mappers and used that way (be sure to adjust the pickup settings if you choose not to use the ini). No matter how you decide to import them please don't be afraid to really pump them up to whatever strength you need them to have. They can handle it and your monsters better get ready.

If you are going to use them on server please remember to add a serverpackages line and to edit the ini.

Oh yeah, one thing. The halapenjo ammo has the ability to kill any monster with a single hit (setting for this in the ini). Big thanks to Casey and Bleeder for the suggestions on how to ensure the death. This makes the halapenjo gun the unassuming but most powerful UT weapon ever made. {{{Of all the things you ever asked me to make paper, this one was the most satisfying!}}}

-Kelly
(gopostal)

As always feel free to use this however you want. I make these things for you anyway

If not killable:
You doing it wrong ...use the third ammo type of the Canopener. It's the little red labelled can with only a few bullets.
No weapon replace:
Read Jack's description. He did this on purpose to not make another weapon replacing mod. Use stuff-swapper or just edit a map. It's meant for MH.

Last edited by papercoffee on Tue Mar 14, 2017 1:26 am, edited 1 time in total.

The flames burn for a few seconds, doing damage each second they burn (configurable for the amount each second). If you set "KillForSure=True" in HalapenjoFlames then it checks to ensure that the monster has been killed when the flames finish their run. If the monster is not dead then it kills it in such a way that it won't mess up your map, triggers, etc. In order for this not to work you'd have to code a monster to specifically beat the way I'm doing it. That can for sure be done but it would be pointless and would only serve to break this one singular weapon. There would never need to be a reason to make a monster like this otherwise.

If there's a scripted pawn in a map and you shoot it with the hala ammo, it's going to die.